Added "Add an on_title_creation on_action with the title as the FROM or FROMFROM scope"
Added as "Allow changing cultures' culture modifier by event, and multiple modifiers being active at once. Static modifiers could still be used to define the modifiers, or event modifiers"Allow add/change modifier for culture and religion through event.
Do you mean commands to make concubines and imprison?Could following be added?
add_imprison
add_concubine
Use the "effect" scope in the history files to do anything you could do via events.I mean in character history files not in-game console commands.
What do I do with "prison = yes" if I want character X to be imprison by character Y during certain date?
"imprison = ROOT" how could that work in character history file?
I did't know add_consort existed.
Yeah, from "effect" anything that works for a character will work.What do you mean? Do you mean that any character scopes listed in here http://ckiiwiki.com/Scopes will work?
Added as "A religion flag to allow women to take multiple husbands, and another for male concubines"Hate to sound unthankful, but now that we have Enatic succession laws, I'd really appreciate it if Women could take on multiple husbands and/or concubines.
Currently trying to make a more fantasy mod, and I'd really appreciate it seeing what I have planned for some of the races.
Added as "A religion flag allowing women to hold temples"This was actually historic in some cultures, though typically reserved for one woman marrying a set of brothers.
In any case, rather than
female_temple_holders = whatever
I'd like to see something more akin to the freeform defining we can get for military commanders a la the jobs title, for who can hold
- Temples (Perhaps tied to Seer/spiritual requirements?)
- Towns (Steward/Treasurer?)
- Castles (Probably its own define?)
I'd like the option of e.g. only females in a priesthood, for example.
Added as "Make more aspects of religion moddable rather than hardcoded to a specific religion. One example is that without pagan_group you can't forbid an unreformed religion to demand conversion as it is hardcoded to the Pagan group"It would be nice if religions were fully moddable.
I wanted to make my own pagan religious family for my total conversion mod. Then I realised that some mechanics are directly bound to pagan_group so I ended up using exactly that name + localising it. This works fine as long as I don't want to have more than one group with those mechanics (which I do).
Example: Without pagan_group you can't forbid an unreformed religion to demand conversion. This is directly bound to that group.
Wouldn't make much sense in Europe, but I suppose it could be great for some mods.I'd love to have a variable for titles (landed and titular...titles) with which to indicate the "de-jure" ruling dynasty, in order to check whether the current dynasty is legitimate or usurpers. It'd be quite useful to add "Usurper of" stylings and add or remove certain bonuses (remove the "heir is female" malus for legitimate females, add a "usurper" malus if you've conquered, etc.).
You can do this by event/decision: e_empire = { destroy_landed_title = THIS }Also, a console command to destroy empire titles would be neat!
Added to the list.The ability to change the name of a culture via event.
The ability to change the capital of a title via event.
Added to the list.How about changing what culture group or religion group a culture or religion belongs to through event?
1. I'd report that as a bug really; male rulers shouldn't be generated for female-only titles.I would like the following:
Mercenaries: The gender of the randomly generated mercenary captain determined by the gender succession law of the mercenary company.
Opinion Modifiers: the malus for a female ruler/heir makes no sense for realms having either enatic or enatic-cognatic succession. Let the gender malus for ruler/heir be determined by the realm's gender succession law.
Religions: I would more modding options for religions (ie. decadence, investiture, autocephaly, etc.)
Crown Laws: I would a bureaucratic type of government added (to properly represent ERE, a surviving Roman Empire, and China) as either standalone or as an addition to the feudal or republican governments (as a emperor/king you can appointed governors in your core lands and feudal vassals in your peripheral areas.)
You can actually already do that; you just have to define the names in the religion itself and they'll only be given to people of that religion.I'm not sure how names defined in religions work (and under which circumstances they apply), but considering that each culture repeats them (with local deviations) I guess the system isn't healthy enough.
Anywho, considering that we now have plentiful pagans, I'd suggest having several name sections in cultures:
male_pagan_names # applicable ONLY to pagans
male_names # culture-wide
male_christian_names
male_muslim_names
Good idea, added.Same for women, naturally. I feel it will make naming system much more flexible and thus immersive. On top of that something like
male_lowborn_names
might be useful. So that you don't get odd plebeian names for rulers but can still see them on counts/barons (or only barons?) and on random-generated characters.
As a general rule I want things more moddable, so of course I agreeAnd while we're at culture-religion topic, I'd like to ask your opinion on exposing mostly non-religious pagan behaviors to cultures as described in more detail here. Does it make sense? "What am I missing? Any obvious downsides? Would anyone else even vouch for something like this?"![]()
Already on the list.i would like those changes and also a possibility of giving some modability to diplomatic actions, as putting a permit block to marriage, send gift, or whatever action wich you, or the AI can take.
signed
Yes, take a look at how Absolute Cognatic is limited to basques.Are we able to define default succession laws for cultures right now? I haven't been able to figure out how.
Ah.No, I mean the default law. The one that a title has if no one has changed it. IE, if a ruler of culture amazon gets a title, by default they have enatic succession. I would like to define this.
Added "Make it possible to toggle trade posts on navigable rivers"I have a few suggestions for things that should be on the list:
The ability to form trade ports along river zones (to simulate river trade and enable certain inland republics such as Novgorod)
Modding of river navigability (ability to change who can navigate rivers)
Moddability of the investiture succession laws so that they can be applied to non-Catholics (and potentially, non-theocracies) to better simulate non-Feudal countries such as Byzantium and some of the more centralized Muslim nations
Could you elaborate?Individual trait-to-trait opinion modifiers, like we had back in CK1![]()
Already on the list.Okay, another suggestion; ability to grant/assign to any character a family palace, like the Patricians have now. (This might be an easy way to create Cadet branches, maybe?)
Added as "The ability to change character type by event"Also, ability to change government from Feudal to Republic and vice-versa; this might be really difficult because of hard coding and whatnot, but it would open the door to so, so much! (Rise of Rome mods, anyone? We could make our own Rome 2...)
Ah. You can do that to some extent via opposite traits, though that of course makes them mutually exclusive.Ability to, instead of, say, having to use "church_opinion = x" on traits, we also have the ability to use "opinion = { trait = greedy amount = -25 }" or something
Added.Unless it is already in there, the ability to change a religion's holy sites through event, so that religions that are driven from their traditional lands but still hold kingdoms in other parts of the world can maintain moral authority, similar to the Russian Orthodox.
Added as "The ability to randomize a number within a range, E.G., age = (int, 20-25), or troop_loss = (float, 0.2-0.4)"I'd like the ability to add a random range command to the files, so something like 'Troop_loss = rand (0.2-0.8)', so we are not always stuck with a specific value for calculations, but a range of values that are random.
Shia is a Sunni heresy in PB. As a result, it uses the "heresy_icon" defined for Sunni, overriding its own icon.Uhm...maybe I'm missing something, but doesn't the Shia Islam have its own icon (Crescent moon with a Sword) instead of the Sunni heresy icon (red Crescent moon). Also, the Shia isn't a Sunni heresy, according to the 00_religions.txt.
Nah, it's more that if you wanted to make a unique UI for Orthodox characters as contrasted with Catholic ones, you should be able to do so. Especially useful for fantasy mods.On another note: "More moddable UI, E.G., being able to make specific UIs for specific groups" means being able to mod a muslim ui (for example) for a religious group that isn't muslim, right?
Only way to give them proper relations towards one another; the "religious differences" opinion modifier is nowhere near harsh enough for Sunni-Shia relations.Ah okay, now I get it. But why? I loooove the Shia Calpihate uprising event *sniff*. Ah well, nevermind. And yeah, so basically for any religion creating its own UI, only instead of restricting it to a religious group you're giving each religion a separate UI. :3
Put it in the potential scope and it should work.In my current mod I just found out that the command "port=no" does not mean inland provinces only, so a command for buildings that means inland provinces only. Possibly also something for river provinces only, I'm sure people could find that useful.